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KSPedia Panels for kOS #2958
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KSPedia Panels for kOS #2958
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To be honest I have no clue what to do with these 623 files in the PR. Some of them look like generated content instead of source content. There's DLL's and EXE's in here. There's shader files (did you actually make new shaders yourself or are these just stock shader files that got added to the commit?), .meta files, etc. I'm not used to using the Unity editor. Pretty much everything in kOS is done entirely in C# itself rather than bringing things into Unity's own tools, so I have no idea if having all this stuff is normal for Unity and needed in the sources or not. (In general a .git repo should only include the human-edited things and not any auto-generated things, and I lack the knowledge with Unity to tell which is which in this PR. The exception is when people getting a copy of the repo and compiling it might lack the tool that does the generating of the auto-generated thing (which is why we include the three C# files that are output by the TinyPG compiler maker in the repo, even though technically only kRISC.tpg is actually human-edited and the 3 .cs files are generated from it). I don't know if these files are like that, or if they're not.) |
Hello, If you want to view the project yourself, I recommend opening the KOS/src/KOS KSPedia folder in the Unity editor to view all the files, their sorting, and all the panels. |
This is a lot of additional overhead. Is anyone else thinking this is more of a separate, but related mod, kind of thing? I'm fairly sure most ppl would want this to be optional to kOS, but maybe I'm wrong. I could definitely see kOS playing smoothly with this type of thing, but don't see it as logically being a non-optional aspect of kOS. Unity/Mono is challenged enough as it is for many of us. If I'm misunderstanding I'm open to enlightenment |
I mean all that this is adding to kOS is some panels in the KSPedia, I think a separate mod or repo would be a little too much considering this. This is a fairly small Unity Project that has been added to a single folder, so I don't think there is too much overhead.
This took exactly zero scripting to make. All you need to do is use the Unity UI to place panels, prefabs, text, and images the way you want, and to use KSP Part Tools to build it. I followed this tutorial on the KSP Forums to create it. |
So it would not cause more non-optional memory usage on kOS' part? If that is the case then my worries are unfounded. I just don't want increased load time or increased memory usage for something that given I have a web browser and the KSP screen is already too crowded I know I wouldn't make use of even if it carried no overhead. Others may think it useful though and I'm not trying to step on that, just not wanting any additional overhead to be non-optional |
Yes, this adds less than 550KB to kOS, making the mod only 6% bigger. Plus, it is only a .ksp file, which is handled well memory-wise since it is only loaded once at start iirc. Edit: I just tried doing a load-time test with and without the .ksp file. and there was no noticeable difference in load times. |
Hello @Dunbaratu, I removed every single Unity project file and other files (including .meta), so now only the prefabs, the images, fonts, and the build remain. Because of this, if any wants to work on it they need to make their own Unity project and set up KSP Part Tools, but now there are much fewer files that are going to be added (623 to 19). |
@kna27 I wasn't necessarily objecting to the existence of the files, I just wanted to know what they were and to verify they were "source" rather than "generated". (Seeing .DLLs and .EXEs made me assume they were generated, and worse yet, not cross-platform. But if those are Mono DLLs and Mono EXEs such that they work on all platforms developers may be using, I think it should be okay to have it in the repo). I was looking at the github repos for other KSP mods that have KSPedia pages in them, and I believe having that large pile of files is indeed the typical standard way other modders are doing it, so I think they can come back into the PR. Sorry for making you think you had to do the extra work to remove them. I was merely asking for further info first. |
Okay, I am sorry for the miscommunication. I added around half of them back, with the other half being TMP example assets that I somehow missed before. Note that before this is ready to be merged, someone should really proofread and just check if they like the text on the panels or if anything at all should be changed. I have a question though, is there some sort of automatic deploy system for kOS, or is the GameData folder put together by hand? Because if so, the person building it needs to add the |
No problem. It's mostly on me for being unfamiliar with using Unity editor. |
This PR creates KSPedia panels for kOS. The panels are split into two sections, Tutorials, and Documentation. Each has very brief summaries of the most commonly used features of kOS and is shrunk down. Many panels have a link to the full page on the kOS docs so the reader can get more information. The panels are intended to get the user of kOS started using the mod, and for them to look at the docs or other external resources to learn more. If someone could please review the layout, the order, and the text/content of the panels, it would be greatly appreciated. To add the panels to KSP, copy the
KOS/src/kOS KSPedia/AssetBundles/kos.ksp
file toGameData/kOS
. The kos.ksp file can be placed anywhere within the GameData folder.Fixes #1617